wined3d: Sign-compare warnings fix (2 of 2)
Andrew Talbot
andrew.talbot at talbotville.com
Mon Dec 1 16:19:48 CST 2008
Changelog:
wined3d: Sign-compare warnings fix.
diff --git a/dlls/wined3d/texture.c b/dlls/wined3d/texture.c
index 98aea92..4e13190 100644
--- a/dlls/wined3d/texture.c
+++ b/dlls/wined3d/texture.c
@@ -278,7 +278,7 @@ static void WINAPI IWineD3DTextureImpl_ApplyStateChanges(IWineD3DTexture *iface,
******************************************* */
static void WINAPI IWineD3DTextureImpl_Destroy(IWineD3DTexture *iface, D3DCB_DESTROYSURFACEFN D3DCB_DestroySurface) {
IWineD3DTextureImpl *This = (IWineD3DTextureImpl *)iface;
- int i;
+ UINT i;
TRACE("(%p) : Cleaning up\n",This);
for (i = 0; i < This->baseTexture.levels; i++) {
diff --git a/dlls/wined3d/vertexbuffer.c b/dlls/wined3d/vertexbuffer.c
index 5f687ff..b0a5e63 100644
--- a/dlls/wined3d/vertexbuffer.c
+++ b/dlls/wined3d/vertexbuffer.c
@@ -195,9 +195,8 @@ static inline BOOL process_converted_attribute(IWineD3DVertexBufferImpl *This,
const enum vbo_conversion_type conv_type,
const WineDirect3DStridedData *attrib,
DWORD *stride_this_run, const DWORD type) {
- DWORD attrib_size;
+ DWORD attrib_size, i;
BOOL ret = FALSE;
- int i;
DWORD offset = This->resource.wineD3DDevice->stateBlock->streamOffset[attrib->streamNo];
DWORD_PTR data;
@@ -230,7 +229,7 @@ static inline BOOL process_converted_attribute(IWineD3DVertexBufferImpl *This,
attrib_size = WINED3D_ATR_SIZE(type) * WINED3D_ATR_TYPESIZE(type);
for(i = 0; i < attrib_size; i++) {
if(This->conv_map[data + i] != conv_type) {
- TRACE("Byte %ld in vertex changed\n", i + data);
+ TRACE("Byte %lu in vertex changed\n", i + data);
TRACE("It was type %d, is %d now\n", This->conv_map[data + i], conv_type);
ret = TRUE;
This->conv_map[data + i] = conv_type;
@@ -495,9 +494,8 @@ static void WINAPI IWineD3DVertexBufferImpl_PreLoad(IWineD3DVertexBuffer *if
IWineD3DVertexBufferImpl *This = (IWineD3DVertexBufferImpl *) iface;
IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
BYTE *data;
- UINT start = 0, end = 0, vertices;
+ UINT start = 0, end = 0, vertices, i, j;
BOOL declChanged = FALSE;
- int i, j;
TRACE("(%p)->()\n", This);
if(!This->vbo) {
diff --git a/dlls/wined3d/vertexdeclaration.c b/dlls/wined3d/vertexdeclaration.c
index 7fc711b..4ce6b18 100644
--- a/dlls/wined3d/vertexdeclaration.c
+++ b/dlls/wined3d/vertexdeclaration.c
@@ -207,7 +207,7 @@ static HRESULT WINAPI IWineD3DVertexDeclarationImpl_SetDeclaration(IWineD3DVerte
const WINED3DVERTEXELEMENT *elements, UINT element_count) {
IWineD3DVertexDeclarationImpl *This = (IWineD3DVertexDeclarationImpl *)iface;
HRESULT hr = WINED3D_OK;
- int i, j;
+ UINT i, j;
char isPreLoaded[MAX_STREAMS];
TRACE("(%p) : d3d version %d\n", This, ((IWineD3DImpl *)This->wineD3DDevice->wineD3D)->dxVersion);
@@ -253,7 +253,7 @@ static HRESULT WINAPI IWineD3DVertexDeclarationImpl_SetDeclaration(IWineD3DVerte
}
if(This->pDeclarationWine[i].Offset & 0x3) {
- WARN("Declaration element %d is not 4 byte aligned(%d), returning E_FAIL\n", i, This->pDeclarationWine[i].Offset);
+ WARN("Declaration element %u is not 4 byte aligned(%d), returning E_FAIL\n", i, This->pDeclarationWine[i].Offset);
return E_FAIL;
}
diff --git a/dlls/wined3d/vertexshader.c b/dlls/wined3d/vertexshader.c
index 1098661..63a961f 100644
--- a/dlls/wined3d/vertexshader.c
+++ b/dlls/wined3d/vertexshader.c
@@ -227,7 +227,7 @@ BOOL vshader_input_is_color(
DWORD usage = (usage_token & WINED3DSP_DCL_USAGE_MASK) >> WINED3DSP_DCL_USAGE_SHIFT;
DWORD usage_idx = (usage_token & WINED3DSP_DCL_USAGEINDEX_MASK) >> WINED3DSP_DCL_USAGEINDEX_SHIFT;
- int i;
+ UINT i;
for(i = 0; i < This->num_swizzled_attribs; i++) {
if(This->swizzled_attribs[i].usage == usage &&
@@ -483,7 +483,7 @@ static void WINAPI IWineD3DVertexShaderImpl_FakeSemantics(IWineD3DVertexShader *
IWineD3DVertexShaderImpl *This =(IWineD3DVertexShaderImpl *)iface;
IWineD3DVertexDeclarationImpl* vdecl = (IWineD3DVertexDeclarationImpl*)vertex_declaration;
- int i;
+ UINT i;
for (i = 0; i < vdecl->declarationWNumElements - 1; ++i) {
WINED3DVERTEXELEMENT* element = vdecl->pDeclarationWine + i;
vshader_set_input(This, element->Reg, element->Usage, element->UsageIndex);
diff --git a/dlls/wined3d/volumetexture.c b/dlls/wined3d/volumetexture.c
index 53275e1..90869e6 100644
--- a/dlls/wined3d/volumetexture.c
+++ b/dlls/wined3d/volumetexture.c
@@ -225,7 +225,7 @@ static void WINAPI IWineD3DVolumeTextureImpl_ApplyStateChanges(IWineD3DVolumeTex
******************************************* */
static void WINAPI IWineD3DVolumeTextureImpl_Destroy(IWineD3DVolumeTexture *iface, D3DCB_DESTROYVOLUMEFN D3DCB_DestroyVolume) {
IWineD3DVolumeTextureImpl *This = (IWineD3DVolumeTextureImpl *)iface;
- int i;
+ UINT i;
TRACE("(%p) : Cleaning up\n",This);
for (i = 0; i < This->baseTexture.levels; i++) {
if (This->volumes[i] != NULL) {
More information about the wine-patches
mailing list